Induced Amnesia is one of those cards players keep asking about. Here is, in plain words, what its official text says, the rulings published by Wizards of the Coast, and the combos players actually run.
Official card text
When this enchantment enters, target player exiles all cards from their hand face down, then draws that many cards. When this enchantment is put into a graveyard from the battlefield, return the exiled cards to their owner's hand.
Complete guide
Induced Amnesia is a blue enchantment that offers a unique way to cycle your hand or temporarily remove an opponent's resources. By manipulating the zone of cards in hand, it forces a strategic shift in gameplay while keeping the original cards safe—until they aren't. Understanding the timing of its triggered abilities is key to mastering this card's deceptive power.
What Induced Amnesia Does
When Induced Amnesia enters the battlefield, a chosen player must exile their entire hand face down and draw a fresh set of cards equal to the number of cards they lost. The exiled cards remain in a hidden zone where no player, including the owner, may look at them. These cards stay in exile until Induced Amnesia is put into a graveyard from the battlefield, at which point the cards are returned to the owner's hand.
Resolution Step-by-Step
First, the 'enters the battlefield' trigger targets a player; upon resolution, that player counts their hand, exiles it, and draws that many cards. Second, the enchantment remains on the board, acting as a vault for those exiled cards. Finally, the return ability triggers only if the enchantment is put into a graveyard. If it is exiled or returned to your hand instead, the cards stay in exile forever.
Common Mistakes to Avoid
A critical mistake is assuming the cards return regardless of how Induced Amnesia leaves the battlefield. If the enchantment is destroyed, the cards return; if it is exiled by an effect or returned to the hand, the 'put into a graveyard' condition is not met, and the cards are lost. Additionally, if Induced Amnesia leaves the battlefield before its first ability resolves, the second ability triggers and does nothing, then the first ability exiles the hand permanently.
When to Play It
Use this card on yourself to refresh a poor hand while stashing away high-cost spells for later. Alternatively, target an opponent who has just searched for a specific win condition to force them to draw a random hand. It is particularly effective in decks that can protect their own permanents or utilize graveyard triggers to time the return of the exiled cards.
Interaction examples
You cast Induced Amnesia and target yourself. You exile three cards from your hand face down and draw three new cards. You now have a fresh hand to find answers, knowing your three original cards will return once Induced Amnesia is eventually destroyed.
With Rhystic Study on the battlefield, you cast Induced Amnesia targeting an opponent. They exile their hand and draw new cards. As they play those new cards to rebuild their board state, Rhystic Study will trigger, forcing them to pay mana or let you draw even more cards, maintaining your card advantage.
You use Induced Amnesia to dig through your deck for defensive pieces. By drawing new cards, you find Propaganda. While your opponent struggles with the new hand you forced upon them (if you targeted them), you resolve Propaganda to make it more difficult for them to attack you with their new creatures.
Guide written with AI from the official text and rulings. Official English text prevails.
How it works : Induced Amnesia
Original English text — Wizards of the Coast / Scryfall
- #1· Wizards of the Coast
No player may look at the exiled cards.
No other card is named in this ruling.
- #2· Wizards of the Coast
If Induced Amnesia leaves the battlefield but isn’t put into a graveyard, the exiled cards are lost forever. They won’t be returned if another Induced Amnesia is put into a graveyard, even if that Induced Amnesia is represented by the same card.
No other card is named in this ruling.
- #3· Wizards of the Coast
If Induced Amnesia leaves the battlefield before its first ability resolves, its second ability will trigger (if appropriate) and do nothing. Then its first ability will resolve, and the exiled cards will be exiled indefinitely.
No other card is named in this ruling.
- #4· Wizards of the Coast
There are many important moments in the story, but the most crucial—called “story spotlights”—are shown on cards. These cards have the Planeswalker symbol in their text box; this symbol has no effect on gameplay. You can read more about these events in the official Magic fiction at http://www.mtgstory.com.
No other card is named in this ruling.
Legal formats
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Meta decks with Induced Amnesia
No archived Top 8 deck with this card yet.



Rhystic Study
Propaganda